Re: Breakship
Posted by Supa on
Fri Jul 1st 2005 at 12:59am
Posted
2005-07-01 12:59am
14 posts
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May 18th 2005
There already are 4 functional cannons on each ship. They shoot flamming cannonballs at each other and explode on impact ripping apart the ships.
Re: Breakship
Posted by Lethal.au on
Fri Jul 1st 2005 at 6:00am
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Jun 3rd 2005
Occupation: Student
Location: Australia
Very very nice, looks abit like ag_battleships copy
Re: Breakship
Posted by Supa on
Fri Jul 1st 2005 at 6:20am
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May 18th 2005
I haven't seen ag_battleships but i will check it out.
Re: Breakship
Posted by habboi on
Fri Jul 1st 2005 at 1:30pm
habboi
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Location: United Kingdom
Sounds very complicated! TBH people should not play your map if they don't use anything higher than dx7...
Just tell them in the readme...
Parenting might work although wires are extremely buggy atm...
Re: Breakship
Posted by habboi on
Thu Jul 21st 2005 at 11:40am
Posted
2005-07-21 11:40am
habboi
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I like this idea :smile:
Keep it up!
Re: Breakship
Posted by Myrk- on
Thu Jul 21st 2005 at 1:31pm
Myrk-
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Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Make sure the model ships are hollow and allow for brushwork inside. A complete map of models wouldn't work too well on HL2 engine.
If I did this I'd insert the model into hammer then build over it with brushes and displacement maps...
-[Better to be Honest than Kind]-
Re: Breakship
Posted by keved on
Thu Jul 21st 2005 at 3:16pm
252 posts
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Jan 21st 2005
Occupation: Games designer, Rockstar Leeds
Location: Leeds, UK
If most/all of the traversable floor space will be set on the ship you might also want to think about breaking up the ship model into smaller pieces and bringing them into Hammer as individual prop_statics, in order to help performance.
i.e., you'll be able to block visibility with brushwork as Myrk suggests and use occluders so that the masts and such are not being rendered by players below deck, etc.
Re: Breakship
Posted by im.thatoneguy on
Fri Jul 22nd 2005 at 4:53am
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Jul 15th 2005
Occupation: Student
Location: USA
Just be aware that you can't use lightmaps/shadows on a model. You could bake on textures , but that would significantly increase texture memory requirements. Just speaking from experience, if at all possible, ignore large scale props, they're nothing but trouble.
Re: Breakship
Posted by Myrk- on
Sat Jul 23rd 2005 at 11:13am
Posted
2005-07-23 11:13am
Myrk-
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Feb 12th 2002
Occupation: CAD & Graphics Technician
Location: Plymouth, UK
Lol HL2.5, plz, HL2 is half way between Gen 1 and 2 in my books. Theres not even real time shadows of models with respect to light fixtures, or proper scope renditions. Compare HL2 engine to Farcry- thats alot more advanced.
-[Better to be Honest than Kind]-
Re: Breakship
Posted by im.thatoneguy on
Sun Jul 24th 2005 at 4:51am
84 posts
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Jul 15th 2005
Occupation: Student
Location: USA
Glad to hear it.
Myrk this is how I rate generations since there is no clear cutoff mark.
[Gen 1]
Software and Hardware rendered graphics. Vertex shaded.
Quake
Quake II
Half Life
UT etc.
[Gen 2]
Hardware T&L required. Pixel Shaders Come into Maturity. Still mostly vertex shaded.
UT2k3-4
FarCry 1.0
Half Life 2 (lost coast starts to cross over)
[Gen 3]
True Per Pixel shaders such as Phong. 64-128bit color.
Unreal 3 engine
Many NextGen Console games.
[Gen 4]
SSS, Caustics, Area Shadows, Radiosity. Ray Traced reflections and refractions.
Really good looking games in the year 2008
Re: Breakship
Posted by LionO on
Thu Aug 18th 2005 at 9:06am
1 post
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Registered:
Aug 18th 2005
I love this map, but can you please, please, please convert it for use in
the HL2 mod, Battle Grounds 2. (http://www.bgmod.com/) It would be
absolutely perfect. You need not change anything, although you could
put flag entities somewhere.
Thanks, -Lion-O
Re: Breakship
Posted by smidsy on
Thu Aug 18th 2005 at 12:28pm
Posted
2005-08-18 12:28pm
smidsy
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Dec 4th 2004
Occupation: ex army, working as electrition
Location: uk
i played on this map on the net buy chance i found it and other
breakfloor maps aswell there quite fun tbh i liked this one
aswell specially the cannons one prob tho i kept gettin spawn
killed when spawning in the crows nest...that was the only downside..
Re: Breakship
Posted by jockrock on
Thu Sep 8th 2005 at 5:41pm
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Sep 8th 2005
What a great map. I have a suggestion.......movable cannons :smile:
What do you think?